Knuckle Cracker

Creeper World 4 => Farsite Colonies => Topic started by: AutoPost on June 10, 2021, 12:00:19 AM

Title: Custom Map #1726: [PAC] Payback round 1. By: GuardianDragonlord
Post by: AutoPost on June 10, 2021, 12:00:19 AM
This topic is for discussion of map #1726: [PAC] Payback round 1
(https://knucklecracker.com/creeperworld4/queryMaps.php?query=thumbnailid&id=1726)

Author: GuardianDragonlord
Size: 320x200
Title: Re: Custom Map #1726: [PAC] Payback round 1. By: GuardianDragonlord
Post by: Niflthaena on June 10, 2021, 01:46:20 AM
Not even fun as a showcase. Each feature of the map is contradicted by at least one other, and it's impressively laggy - actually getting worse as the map goes on, despite the gradual removal of buildings.


All in all, player choice is foiled at each turn, leaving a map that plays itself in a slow, buggy and deeply unsatisfying way. I'm not even sure how to fix it - making the map fun would involve changing so many elements it would likely be unrecognizable.
Title: Re: Custom Map #1726: [PAC] Payback round 1. By: GuardianDragonlord
Post by: GuardianDragonlord on June 10, 2021, 01:55:15 AM
Quote from: Niflthaena on June 10, 2021, 01:46:20 AM
Not even fun as a showcase. Each feature of the map is contradicted by at least one other, and it's impressively laggy - actually getting worse as the map goes on, despite the gradual removal of buildings.


  • The map opens with the release of 12 unmoveable emitters, implying player agency is meant to be in the mobile units - blobs, skimmers, air sacs. But the map is absolutely covered by snipers, rockets, and Thors, rendering those units nearly unusable.
  • The modded units, fancy as they are, are overshadowed by the sheer volume of Thors, which would require overwhelming force to take down. But the map is limited to the default creep limit of 3.5 - overwhelming force is impossible outside of fairly extreme cheese.
  • There's exactly one target of opportunity on the map, which happens to be an ungodly amount of nullified unit spawners. For previously listed reasons, however, the units have minimal effect - they all have to go through the interlocking ranges of various Thors to get anywhere worthwhile. They add to the chaos and lag without providing any benefit to the player.
  • The mesh tools are broken, and the map is entirely covered in mesh. In most cases this would be an oddity, but not have a huge impact on the map's playability - but there are literally no cannons to engage the mesh, and the modded towers are ineffective against it. Furthering the weirdness is that Thors - a permanently flying unit - also die to the mesh, rendering it the only effective weapon in the player's arsenal. Even resorting to cheese, the mesh outpaces the player for the majority of the map.
  • While the autobuild tools are often useful to guide the player into territory control and reducing cheese, they do not work well with mesh. Any unit killed by mesh, but without creeper covering its space, will attempt rebuild about once per second. As the mesh expands well beyond the creep's ability to keep up, this becomes an enormous source of lag, as wide swaths of the map are repeatedly built and instantly destroyed.
  • One side of the map has a stupefying amount of walls - four to five thick, multiple spaces in a row, defending nothing of value. The sheer quantity of wall units is a major contributor to the map's lag problems.

All in all, player choice is foiled at each turn, leaving a map that plays itself in a slow, buggy and deeply unsatisfying way. I'm not even sure how to fix it - making the map fun would involve changing so many elements it would likely be unrecognizable.
everything what you have said is valid originally I was trying to make the map is clean and playable as possible but it proved to be impossible when the map became so unstable that it became no longer playable so I've been bug testing it and fixing everything to the point where it was finally playable so what you see right now is probably the most polished version I could get to get to right now the map is basically a first attempt at this game mode and I will need time to talk to the mod authors to make the mode actually functional for the next version
Title: Re: Custom Map #1726: [PAC] Payback round 1. By: GuardianDragonlord
Post by: heritor on June 10, 2021, 03:00:33 AM
Okay, so:
+ playing as the creeper against all these new units is fun, and definitely presents a different challenge.
+ more people making PAC is goodt.

- This map feels like you're trying to pick up where I left off in the lag stakes; 10fps on 1x speed. I'd have to do testing to make sure, but at least some of those units are doing something that's causing it to drag beyond all reasonable expectation.
- Without the indicator message, you have no way of knowing how much ERN power you have.
- No start message means anyone who's never played PAC or the various modifications before would be completely lost.
Title: Re: Custom Map #1726: [PAC] Payback round 1. By: GuardianDragonlord
Post by: knightace on June 10, 2021, 10:25:33 AM
The mesh-map wasn't fun...but with the amount of defenses; the only way to really make headway the map. I like what this was going for; but it turned into autopilot lag.

All I ended up doing is initially field-gen forcing the creeper to free the bottom right quadrant...then dropping down a single unit - the egg gen. After that I just did nothing. Occasionally I'd pop 500 eggs then go back to doing nothing until the map was defeated.

...and even the 500-egg pops failed to defeat the map before the mesh did. Making this feel like an Idle game. :(
Title: Re: Custom Map #1726: [PAC] Payback round 1. By: GuardianDragonlord
Post by: Niflthaena on June 10, 2021, 12:02:43 PM
Quote from: GuardianDragonlord on June 10, 2021, 01:55:15 AM
everything what you have said is valid originally I was trying to make the map is clean and playable as possible but it proved to be impossible when the map became so unstable that it became no longer playable so I've been bug testing it and fixing everything to the point where it was finally playable so what you see right now is probably the most polished version I could get to get to right now the map is basically a first attempt at this game mode and I will need time to talk to the mod authors to make the mode actually functional for the next version

Coming back to it this morning, I'd like to apologize, both for tone and content; none of what I said is actually helpful feedback on the core design, it's just map minutia. If you'll indulge my trying again:

Title: Re: Custom Map #1726: [PAC] Payback round 1. By: GuardianDragonlord
Post by: superbrias on June 11, 2021, 10:27:33 PM
Quote from: Niflthaena on June 10, 2021, 12:02:43 PM
~snip~

  • If at all possible, try to keep the flood cores out of the final design? A well-balanced map doesn't need them, and trying to use them results in a huge loss of both time and power while waiting for them to be useful; the combination leads to having little or nothing to do while waiting. Generally speaking, any game element that promotes waiting idly should be avoided. (Idleness is the key here; things are okay taking time, as long as the player has other things to do in the meantime.)

Just to add, their original design and inclusion in PAC maps by the Flood's creators was specifically so people who like to trade "time" (read: even a lot of it) for winning at almost no skill level required. originally they cost a lot less (by about a magnitude) and people just used em to cheese because they were so good (if only because that map did include thors, so even at a still somewhat big but not outrageously expensive price Flood just easily won out over any other design) so they were tweak into a "win no matter what because the enemy can't end me anyway, but at great cost" solution to the difficulty problem.

I am alright with the idea of people spending 2-4 hours winning a map at a slow unskilled pace just because I am a bit of a turtle-er myself and don't exactly find much fun in needing to react fast primarily when the game lends itself to seeming like turtle is valid. On that same note I wished default creep limit was unset just so someone would have to go out of their way to add that especially because I feel it is a TERRIBLE mechanic in a PAC map when it only limits you, especially as it's story is the creeper "being content" and/or "feeling unthreatened" and even on the normal maps I feel its a terrible difficulty crutch.
Title: Re: Custom Map #1726: [PAC] Payback round 1. By: GuardianDragonlord
Post by: knightace on June 13, 2021, 09:51:38 AM
Quote from: superbrias on June 11, 2021, 10:27:33 PM
Quote from: Niflthaena on June 10, 2021, 12:02:43 PM
~snip~

  • If at all possible, try to keep the flood cores out of the final design? A well-balanced map doesn't need them, and trying to use them results in a huge loss of both time and power while waiting for them to be useful; the combination leads to having little or nothing to do while waiting. Generally speaking, any game element that promotes waiting idly should be avoided. (Idleness is the key here; things are okay taking time, as long as the player has other things to do in the meantime.)

Just to add, their original design and inclusion in PAC maps by the Flood's creators was specifically so people who like to trade "time" (read: even a lot of it) for winning at almost no skill level required. originally they cost a lot less (by about a magnitude) and people just used em to cheese because they were so good (if only because that map did include thors, so even at a still somewhat big but not outrageously expensive price Flood just easily won out over any other design) so they were tweak into a "win no matter what because the enemy can't end me anyway, but at great cost" solution to the difficulty problem.

I am alright with the idea of people spending 2-4 hours winning a map at a slow unskilled pace just because I am a bit of a turtle-er myself and don't exactly find much fun in needing to react fast primarily when the game lends itself to seeming like turtle is valid. On that same note I wished default creep limit was unset just so someone would have to go out of their way to add that especially because I feel it is a TERRIBLE mechanic in a PAC map when it only limits you, especially as it's story is the creeper "being content" and/or "feeling unthreatened" and even on the normal maps I feel its a terrible difficulty crutch.

Agreed about the creep limit; it's so frustrating as PAC. That said, the maps I hit it on didn't have "Fieldgen' available. With fieldgen there's probably not as much an issue 'cause you can just throw the existing creep as a weapon and then generate more where you really need it. But I'd still just as soon not have the limit.